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Looking to gain additional insight into SSE, MO2 and Bodyslide interactions


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Posted

I've set up CalienteTools in my A:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data folder, which is also where I have been adding any bodyslide files I've acquired and where I run the BodySlide x64.exe from.

 

I also started out with using Mod Organizer 2, to add armors and what not. I see that by doing so it adds MOD 'data' to a folder in my above path, to a sub folder called 'mods'.

 

So my main question is, since I'm new and still in the dark as to the actual mechanics of MO2, do the resources located in the mods folder override or take precedence over what I generate via Bodyslide, which end up in the meshes/armor folder, or visa versa? (I know loose files in the Data folder will override BSAs, just like in Oblivion.)

 

I have searched and read countless posts and still have not reached a definitive answer to this.

Posted

Where do you have MO2 installed? Please not inside DATA, this will produce problems

Do you launch BodySlide inside MO?

 

When starting a programm through ModOrganizer, it loads all mods in the priority order, virtually into the Data folder.

Higher overwrites lower, the conflics are listed in the Information window (double click a mod).

Mods in MO will overwrite manually installed files.

 

You should start BodySlide with MO so it can see all installed mods.

Generated files will be always the winner:

 - If you have a mod that provides the same file, BodySlide will replace that file.

 - If not, it lands in Overwrite. All new files are saved here.

 

Feel free to ask more question.

Posted
1 hour ago, Akzyra said:

Q1: Where do you have MO2 installed? Please not inside DATA, this will produce problems

Q2: Do you launch BodySlide inside MO?

 

 

A1: No, NOT inside DATA. I typically follow install instructions to the letter, hence it is located here: A:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\ModOrganizer.exe

 

A2: No, I have been going into my DATA folder, CalienteTools sub folder and launching from there. So, I guess I need to add a link in MO2 to it, is what I'm reading and have seen in videos about it.

 

Thanks! I think I'm a bit clearer on this now.

Posted

Pretty sure all tools needs to be run and activated through MO2 or they will not work properly. I don't use SE though but MO2 should be about the same as MO.

Posted

General Rules of Thumb for Mod Organizer Setup....

 

1. Set up MO onto the Same Drive, but not in the same folder as the game.

====So if you have Steam in the default location Place MO on the C drive====

Set it to something like C:\MO SSE\ then inside there you will find folders that are "Mods", "Overwrite", "Plugins", etc...

 

2. When you install a mod's via MO2 they will install into a custom folder inside the "Mods" folder of MO/MO2.

Side Note: The only programs that should be installed into the Root Game folder are Script Extender and ENB's (be it fallout 3, 4, NV, Skyrim or Skyrim SE). Ever other mod should be place via MO2 folders.

====so FNIS, Bodyslide, XPMSE, Weapon Mods, Texture sets, Armors, Quest mods etc... should all go into MO2 "Mods" folders====

This way you can easily swap out mods and just re run FNIS via MO2 when you add or remove mods with animations.

 

3. Set up FNIS and Bodyslide shortcuts within MO2 (as well as any other tool you use like Nifscope, save cleaner, etc).

This will load Mod Organizer's "Virtual" file system for those programs.... Which does things like, giving Bodyslide access to all the armor mods and there textures, or giving FNIS access to all the *.hkx files in each mod in your MO2 load order.

 

With that done every time you generate an outfit in Bodyslide it will replace the *.nif mesh in the mod folder it belongs to (if no *.nif came with the mod the *.nif file will be placed in the "Overwrite" folder).

 

4. Adjust the Load order in the Mod list (left panel) as well as the Game esp/esm list (right panel) to optimize your game and make sure you have the correct files loaded.

Side Note: Set XPMSE as the last item in your MO Mod List (largest number) as this is he defacto skeleton package (load it last in the virtual space so nothing overwrites it). I typically have may last 3 items FNIS, Bodyslide, then XPMSE.

 

5. When you add a new mod into mo/mo2... move it higher up in the mod list so as not to interfere with more important mods (ie above bodyslide, fnis, xpmse, etc). This way if a mod happens to have something inside it's mod folder that would overwrite something it should NOT, then it wont (as those items will be loaded in the virtual drive after it).

Yep MO's Mod list work like the ESP list the higher number (lower in the order) is loaded later then the smaller number (higher in the order).... Food for thought.

 

 

That should give you an easily managed setup that you don't have to worry about something replacing stuff by accident.

 

Posted

Some damn good tips BringtheNoise, thanks!

 

MO2 reminds me of Oblivion Mod Manager in many ways, just more features. 

 

Curious, if I install via MO2 an armor mod that makes use of BSAs for meshes and textures, will I need to unpack those BSAs in order to run Bodyslide on it, or is that an example of where the overwrite kicks in?

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